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Advanced scripting

by voldemar on 09/15/2006 22:34, 11 messages, last message: 09/17/2006 03:22, 1123 views, last view: 05/03/2024 08:14

I have an idea: add python (or sth like it) scripting to the game to make monster's AI programmable. That would be nice dor RPG maps. I know about changing the source but maybe will be better to be able to set each monster's AI (NOT just each _type_ of monsters) on-the-fly? What do u think?

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#1: Scripting

by MeatROme on 09/15/2006 23:24

This has already been discussed.
Python would be great (I love that snake!) - but I think aard's words where :
It'd be like tying an elephant on the back of a greyhound (or some other fast animal) .

aard really has some years of experience in creating languages and I think CubeScript is by far the best in-game scripting language I've seen.

also see : http://strlen.com/proglang/index.html

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#2: Lua

by CrazyTB on 09/16/2006 02:48

If you think about adding scripting to Sauer, think about Lua language.

http://www.lua.org/

"Lua is a powerful light-weight programming language designed for extending applications. Lua is also frequently used as a general-purpose, stand-alone language. Lua is free software."

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#3: Re: Lua

by eihrul on 09/16/2006 06:32, refers to #2

Elephant. Greyhound.

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#4: Re: Lua

by rancor on 09/16/2006 07:04, refers to #3

I know the situation as far as scripting, but lua is ~6k lines of C. Scarcely an elephant. In fact, the interpeter even runs on my TI89.

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#5: Re: Lua

by MeatROme on 09/16/2006 07:18, refers to #4

but there already IS a scripting language incorporated ... and for Eisenstern it will include heavily scriptable NPCs ... read the docs on eisenstern.com

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#6: Re: Lua

by eihrul on 09/16/2006 08:06, refers to #4

CubeScript is 724 lines of code currently. CubeScript FTW! :)

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#7: ..

by voldemar on 09/16/2006 11:41

is AI scripting will be avaliable? ( i think about creating a city with pedstrains etc.)

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#8: the issue

by Aardappel_ on 09/16/2006 11:59

is not the language, its the game design. Sauerbraten is not meant to be scriptable to that level, if I wanted it to be it could easily be done in cubescript.

the RPG, on the other hand, will be totally scriptable, and every property of every object in the world will be set in script. Using cubescript.

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#9: Total Annihilation mods

by CrazyTB on 09/16/2006 14:18

I was just thinking if Sauer (or Eisenstern) could read data (monsters, weapons, maybe other things) in a way similar to Total Annihilation or Supreme Commander.

Upon launching, these games read all data files in its directory.

In Sauer/Eisenstern, this would mean that there would be one (or more) datafile(s) for each monster. You want to add a new monster? Just add a datafile to some directory and it will be readily available. No source-code recompiling would be needed.

There could also be "data packages" (one file that contain more than one datafile).

Just an idea, Aard... What do you think?

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#10: Re: Total Annihilation mods

by Aardappel_ on 09/16/2006 21:12, refers to #9

this will happen for the rpg, not the fps. Using script.

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#11: Re: Lua

by rancor on 09/17/2006 03:22, refers to #6

Wow! That's quite good.

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